How does True Damage work with negative armor rating?

It is a bit of a technical question, but I hope I'll receive an answer.

The new Captain Marvel can regularly Armor Break, reducing armor rating. As people know, this can go into the negative, which means you deal increased damage.

The energy beams of Captain Marvel deal True Damage. True Damage ignores armor and resistances or in other words, treats as if armor rating and resistances are zero.

So if True Damage ignores armor, will you lose the benefit of the negative armor rating from the Armor Breaks e.g. thanks to the True Damage you would deal less damage? Or does True Damage only ignores positive armor ratings?

I hope a fellow summoner or a mod could answer this question, or forward this question to the game team.

That's an interesting question. When I use Corvus while his crits are up my damage remains the same whether they have multiple armor ups or multiple armor breaks. I would think if true damage was affected by negative armor that an opponent with say 5 armor breaks would take more damage than one with 5 armor ups active. I've never payed close attention to the difference on his first light attack (non crit) but I've not noticed any difference in the crits themselves.

That's an interesting question. When I use Corvus while his crits are up my damage remains the same whether they have multiple armor ups or multiple armor breaks. I would think if true damage was affected by negative armor that an opponent with say 5 armor breaks would take more damage than one with 5 armor ups active. I've never payed close attention to the difference on his first light attack (non crit) but I've not noticed any difference in the crits themselves.

Ignoring negative Armor is a double-negative to begin with. You can't Ignore -10 Armor. That would mean you would add Armor. What the issue is from my understanding is there is now less Armor to Ignore, hence decreased effectiveness. It won't surpass 0.

Use Corvus against a champ like Howard the duck, red skull, or war machine and you’ll see his damage increase significantly when they are broken. Typically I’ll do MLM combos to conserve charges and do most dmg. Against skull and duck I always parry then hit for the full 5 because the damage is insane.

On a similar note, there’s a very interesting interaction between True Strike and the breakthrough node. When I use my km and activate true strike, the breakthrough node takes no effect for both into the negative and when positive. Say for example I have 50 armor breaks with the breakthrough node on the opponent and my km is hitting like a truck. If I have true strike, all of that damage is gone and it’s back to normal damage.

Use Corvus against a champ like Howard the duck, red skull, or war machine and you’ll see his damage increase significantly when they are broken. Typically I’ll do MLM combos to conserve charges and do most dmg. Against skull and duck I always parry then hit for the full 5 because the damage is insane.

I've used him against both quite a few times and never saw a significant jump in damage output. Any chance you'd be able to grab a couple screenshots of the difference? Quite curious to see for myself

It can't go into the negative. That's what caused the issues with IF and Pure Skill. You can't ignore negative X Armor.

Grounded, please:(1)Take Daredevil Netflix into a fight against Iron Fist(2) Break his armour (which, as you know, starts at zero)(3) Observe what happens to the damage DDNF causes.(4) Come up with an explanation other than "it seems that armour can still go below zero".

• 100% chance to Armor Break the Opponent once for each Fury Buff more than Armor Up Buff currently active on Heimdall. These Armor Breaks reduce Armor by 105 and last for 10 seconds.

*** Developer Note: Heimdall’s Armor Breaks won’t grant him additional Damage while his True Strike is active, as it’s ignoring his Opponent’s Armor (positive or negative), however they’re still very useful in certain matchups clearing Armor effects from the Opponent.

It seems the developers still think armour can go negative. It also seems that (they think that) True Strike ignores all armour, so doesn't benefit from Armour Break.

But hey, what does the game design team know? Probably let's just go on a half-remembered, article-of-faith-announcement by a forum moderator that they were planning to remove negative armour back in 12.0. Plans never change, and as we all know, the mods are never wrong. Let's just keep saying there's no such thing as negative armour...

Please try to be less patronising. No-one suggested any conspiracy except you. Simple incompetence is a far better explanation.

I don't know if you remember this, but a long time ago, I answered somebody's question about Guillotine's (poorly worded) signature ability. You disagreed, and explained that it worked differently from the way that I understood it to.

I had sufficient humility to accept the possibility I was wrong. So - rather than just arguing based on my own ego - I went away and tried out your suggestion by taking Guilly against Winter Soldier. You were proved to be right, and so I came back and posted to that effect; accepting that I had been under a misconception.

I had enough respect for someone else's perspective to look into the possibility I might be wrong. Please do me the same courtesy.

That WAS the issue I was talking about. Not sure why people are fighting against him. Lol. The issue was about Ignore Armor going into the negative. It can't. I used the example of IF because he doesn't hit as hard as he used to because there's less Armor to Ignore. Same example I gave with PS. You can't Ignore negative Armor, so it Maxes out at Level 3/4. Obviously, if you have a Champ with Attack Rating and other mechanics besides Ignore Armor, they're going to inflict Damage. In the case of IF, he no longer does what he used to. No idea how we got into fighting against him. Lol.